![]() ACCURACY AND PROXIMITY– All weapons have different fire modes with multipliers on accuracy. A good breakpoint as well is to have enough TUs that the unit can fire two shots if approached by an enemy.Ĥ. Thus, if you want your soldiers to reaction fire, don’t move them more than 10-20% of their TUs. If the moving unit’s Reaction Score is higher than the defender, they can freely move without fear of reaction fire until their TUs deplete enough that the defenders can take a reaction shot. When a unit acts, if they are within range of an enemy unit with a higher Reaction Score, they will receive a reaction shot. A Shotgunner (1.5x modifier) with 30% remaining TUs and 70 Reaction would have a Reaction Score of 31.5. Thus, a soldier with full TUs and 50 Reaction using an Assault Rifle (x1 modifier) would have a Reaction Score of 50. REACTION FIRE– Reaction Fire is determined by a “Reaction Score” calculated from the following: (Unit’s Reaction stat)x(Weapon Reaction Modifier)x(% remaining TUs). Finally, Heavy Weapons suffer a -25% additive penalty to hit chance when attempting to move+shoot in the same turn.ģ. I will talk more about these weapons in their respective sections. A soldier with 60 Accuracy, and 55 Strength, shooting an LMG will have 60-(70-55) = 45 base accuracy, before applying the LMG’s natural 35% accuracy, so this soldier would only have a 16% chance to hit roughly with these stats. HEAVY WEAPONS AND RECOIL– Heavy weapons, namely LMGs and Rocket Launchers, use Accuracy for their base aim, and the difference between Strength and the weapon’s Recoil (70 for both weapons), to determine accuracy. However, some weapons function just fine with low TUs, which I will discuss in their respective classes.Ģ. This means TUs are functionally movement speed and re-equipping speed, and thus TUs are useful for any weapon class. TUs AND WEAPON ATTACKS– Weapon attacks use a percent of TUs to shoot, often trading TUs for accuracy. Many of the conclusions I have drawn for this guide come from a deep understanding of the core mechanics of the weapons themselves combined with practical applications based on experience in completing the game on Ironman.ġ. I will avoid using hyperbole, unlike a lot of guides I have seen, and attempt to give each weapon class a fair assessment and analysis, as through experience I have determined that every weapon has a situation that is useful, and the question will be whether or not the situation in which a weapon is useful is common enough or relevant enough to warrant taking the weapon, and how many. This guide is open to discussion, and I will edit my post if I see convincing arguments about how weapons should, or shouldn’t be used. This may save some new players the frustration of having a shotgun or rifle at the wrong time, and it may also help players understand through weapon function how to complete other tactics, such as UFO breaching and defending during terror missions. After completing an Ironman run and another run after that, I feel more confident speaking about each weapon class with regards to how they function, what they can do, and what they can’t do. ![]() ![]() When I first started playing Xenonauts I ran into the issue of not really knowing which unit stats were relevant to which weapon types, and as a result I often found my soldiers frequently incapable of completing the tasks they were assigned.
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